Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality. Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp pageYour stack leniency is too low.Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset.Easy:00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map.Normal:00:01:470 (2,3) - Consider placing the circle farther away from the slider since it may confuse the player at 00:20:070 (1,2) - because it is a similar pattern but the timing is drastically different. The pattern on its own would be okay, but since there can be confusion with later patterns it should probably be changed.00:03:870 (2,3) - Same as above.00:36:270 (5,1,2) - These overlapping slider heads are probably too confusing for a normal difficulty.00:36:270 (5,1) - The body of slider 5 overlaps the body of slider 1 and it ends on the start of slider 1, this definitely can cause confusion.Hard:00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is.00:58:170 - There might not be enough time for the player to recover at the end of the spinner here.Insane:00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.

tatatat wrote:

Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality. Wew AiMod. EventuallyWhy is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp pagePosition Music is the publisher for this song. Probably not needed but i don't see it doing any harmYour stack leniency is too low. That AiMod message is outdated. We can use any stack Leniency as long as its achievable without editing the .osuYour offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset. I'll get more opinions on this, but I think its fine as is.Easy:00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map. Its the most intense part in this section, and I still think Easy level players can manage this.Hard:00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is. Wasn't quite sure on the positioning, moved further away00:58:170 - There might not be enough time for the player to recover at the end of the spinner here. From the ranking criteria: "Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties".Insane:00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.This isn't a stream?

00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this

00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better

00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc.

Crowie's Normal

00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too

Rizen wrote:

i c wat u did there with the last circle

Easy

00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this Did want 00:19:470 (3) - to be clickable so just put two 1/1 gap circles instead.

00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better You're right. That works.

00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc. Yep.

Hard

00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern Fair, 1/3 might be hard to read for a Hard diff

00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking Agree

I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different I originally mapped this diff as a collab, but then did it all myself instead. The second section was more in line with what the collaber made, but I didn't change it after i mapped in his sections. Will fix the spacing on 1/2 gaps.

Insane

00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) - Done here. Couldn't do it with the next one cause it'd look ugly with 1

00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick. Eh. I guess. HS to the song is more important than keeping HS patterns

00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here? Oops, fixed.

00:42:270 (5,6) - only slider not blanketing the circle in this section?I'd have to rework this individual one to blanket, too close to the edge of the screen.

AWM

00:06:270 (3,4,5) - be careful with DS Oops, fixed.

00:14:070 (5) - same thing about the whistle mentioned in Insane diff

00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-. It'd be awkward with positioning down in that corner. Also all the 5s in this section are in relatively the same spot and have overlap

00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider.

Insane

00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though

00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me

00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho

Crowie's NormalIn general, the sliders in here just feel super crowded and overlapped, mostly just the repeating sliders and especially at 00:53:670 (1,2,3,4,1) - in that case you could rotate those so they go outwards from the center, like a flower? hopefully that made sense...

Ioneth-chan wrote:

This is ridiculously catchy

[list]AWM[*]00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider. That was the intention, yes.

Insane[*]00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though Also intentional. Sorry if you don't enjoy it.[*]00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me [*]00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho NC'd it instead.

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump.

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first.

That's all my small mapping mind can help you. Thank you and your welcome.

CPUnit wrote:

AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump. The sounds aren't 3/4 beat though

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first. I think its fine to map these two the same way. Even if they're not the identical sounds, they are pretty similar. Also even if the 4 notes are the same, the sliders afterwards can designate it being different.

That's all my small mapping mind can help you. Thank you and your welcome.

AWM AND Insane:

00:14:970 (6) - ! Circle has no sound to follow. Remove.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.(Theres about 3 different sounds in the kiai that make jump patterns).(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase)(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.)

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies.(I won't list them all here, but i'll give a couple examples; - 00:19:470 (2) - No NC on AWM, but NC on Insane. - 00:09:270 (1) - NC on AWM, but no NC on Insane.)Fixing this will improve consistency between difficulties.

- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.)

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary. it would feel better to play if it were placed in the center of the screen. HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play.

AWM SPECIFIC:

00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.) Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping.

Rhonen wrote:

AWM AND Insane:

00:14:970 (6) - ! Circle has no sound to follow. Remove. Was filler rhythm, but suppose its fine without.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.(Theres about 3 different sounds in the kiai that make jump patterns).(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase) Changed up the second pattern as its pretty clearly different, but the first and third are close enough to map them similar.(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.) The only thing that seperates these two is a slight pitch change, I think its fine to map these two with the same sort of pattern

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies. Went through and normalized the NCs between these two diffs.

- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.) The 1/6th buzz could work, but Imo the slider thats here is fine as is.

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary. it would feel better to play if it were placed in the center of the screen. HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play. Yeah this is intentionally on the trigger of the rifle in the background. In the AWM difficulty, the 1-2 jump notes at the end are also circling around the end of the scope in the background, sort of a "zeroing in" sort of implication.

AWM SPECIFIC:

00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.) Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping. Figured out a way that works with the map and looks good.

you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there.

00:00:870 (1) - touching hp bar, should move down a bit00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g00:28:470 (2,3) - ds00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this?00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - 00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap

some type of gun:

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail

Dashyy- wrote:

I know ._. , I'll get around to fixing it eventually

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this? Either way could work, think I'll stick with what I have currently. 00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - I like how the different shapes seperate the half measure. Plus the straight sliders have the strong sound on 00:23:670 as opposed to 3 and 4 that don't00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds There isnt really any sound on the red tic though.

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap Thought the NC would be enough. Increased the SV and length instead, still stacked end on 2

some type of gun: (Its a sniper rifle. Thats what the map description is about ._.)

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change Its a stylistic thing. Is fine.00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle I purposely broke flow here to show its a 1/2 beat gap instead of the 1/4 beat gaps previously. Thats also why its a new combo.00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail Since there isn't a sound on the 1/2 I'd either have to have 1 beat gaps like the start of the map or I could use these sliders. I like the sliders so its different from the start of the map.

[awm]00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 - 00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lotstuff here kinda applies to other diffs

[insane]00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its notbetter in presentation than awm

[hard]00:12:120 - 00:16:920 - could use some loving on the drums00:35:520 - same00:34:920 (2,3) - stack

toybot wrote:

hi i had a p ok mod going on but then it deleted itself

[awm]00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out Suppose if I map it spaced in Insane, theres no reason not to here00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 - yeah that works00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for Changed up the second one in the first half of the kiai. Other ones aren't exactly the same but i kinda get your point00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles fuck it why not00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lot I kinda want to change this pattern but I don't really have a solid idea on what to make, and I don't want to go too crazy with the jumps so there isn't too much of a star rating jump between Insane and here.stuff here kinda applies to other diffs

[insane]00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its not Spaced in AWM instead.better in presentation than awm

[hard]00:12:120 - 00:16:920 - could use some loving on the drums Probably. Also fine as is imo.00:35:520 - same Makes sense here since I did in rest of kiai00:34:920 (2,3) - stack oops

00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time.

m'yeah, pretty much nothing to see here.

muzukashii

00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead.

00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound.

00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - )

00:23:520 (71) - Same thing will apply to this note. Delete it.

00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.

00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) -

00:30:720 (102) - Delete this note.

00:31:320 (105) - This note should have a kat to follow the sound made with the next object.

00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties.

Gabe wrote:

00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time. Yeah that makes sense.

m'yeah, pretty much nothing to see here.

muzukashii

00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead. That is true, changed

00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound. For some reason I thought the sounds on the white/red were different from blue. Guess not, changed.

00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - ) Agree, changed

00:23:520 (71) - Same thing will apply to this note. Delete it. Ditto

00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.Tbh after hearing and playing without it seems good with this removed yeah/

00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) - k

00:30:720 (102) - Delete this note. k

00:31:320 (105) - This note should have a kat to follow the sound made with the next object. Didnt notice they were the same sound, changed.

00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties.Is this in terms of the DD after the 1/6 k pattern or the 1/6 pattern itself? If this is a problem with the DD after 1/6 I can just make them dd instead (if you think that'll fix it). Please PM me when you're next online so I can figure this out.

Good luck! Thanks

Edit: Confirmation from Raiden about using 3 slider tic rate for a 1/6 drum roll in the muzu

00:36:870 (1,2,3) - I personally would scale these up just a little to give 00:36:270 (1) - a bit more breathing room

00:39:270 (1,2,3,4) - I would move 2 and 4 down a little so the pattern looks a bit more organised, like this http://i.imgur.com/x9dkFJw.pngsame here 00:41:670 (1,2,3,4,1) - 00:46:470 (1,2,3,4,1) - 00:48:870 (1,2,3,4,5) - 00:50:070 (1,2,3,4,5) -

[AWM]I really like this difficulty because a most of the patterns give a lot of anticipation for movement (player has to wait for larger gaps and will try to plan ahead during that time = anticipation), which makes it really feel intense even though the rhythm sometimes isn't very denseAs such, I'll try to make a few suggestions that could improve that experience

00:11:070 (3,4,5) - it could be neat to have less of an angle on 4, resulting in a movement more like this pattern 00:15:870 (3,4,5) - extreme example http://i.imgur.com/Q1FD1i5.png

00:14:670 (6) - I feel like a buzz slider would be more fitting here, it would represent the held sound better and I think it would still add anticipation to the next movement

00:16:170 (4,6) - this overlap is a bit triggering, since you have plenty of room to move the 4 or 6 (or both)my suggestion is moving 6 to get a pattern like this http://i.imgur.com/ATktYiu.png

00:19:470 (1) - just preference, but I feel like a slider with 2 red nodes (or more) would be more fitting to represent the reloading soundwould also make it stand out more from 00:21:870 (5) - 00:26:670 (5) - etc

00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) -

00:23:370 (5,1,3) - you could give 5 the same angle as 1-3, this would make 5 fit better with the patterns around it

00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinionI think it could be interesting if you aligned 5 with 00:25:470 (4,1) - and ctrl + g'd it. I think this would give 00:26:070 (1,2,3,4) - some anticipation since the player has to slow down and move in the opposite direction of the slider to hit the pattern.

00:28:470 (1,2,3) - I'm not sure if this 1/3 is at all readable, it surely doesn't stand out a lot, especially when taking this later pattern 00:35:670 (1,2,3) - into accountIt might be better to make a more unique pattern, you could try something like this http://i.imgur.com/6mwbdw7.png for example

00:33:870 (2,3,4,5,6,7) - I'm not sure if I like this streamjump, it puts a lot of emphasis on 00:34:170 (5) - while there isn't anything significant there.The streamjump also diminishes emphasis on this note 00:34:470 (1) - , you could try arranging it more like this http://i.imgur.com/eAFrcqr.png instead

00:40:470 - I'm kinda sad that there is no click on this and every other next marching sound. Call me weird, but sounds like that are honestly more fun to click on

00:58:470 (1) - didn't realise this was placed on Sinon's hand holding the trigger until I opened the editor. It's pretty cutemaybe you could try putting a 1/4 slider here 00:58:170 - and place it over the uh "reloading thingy" like this http://i.imgur.com/hhcA3pk.pngthough I figure that destroys emphasis on 00:58:470 (1) - , so you could also try something like this http://i.imgur.com/TcbYtVU.png , just silly ideas here

00:36:870 (1,2,3) - I personally would scale these up just a little to give 00:36:270 (1) - a bit more breathing room Yeah that works

00:39:270 (1,2,3,4) - I would move 2 and 4 down a little so the pattern looks a bit more organised, like this http://i.imgur.com/x9dkFJw.pngsame here 00:41:670 (1,2,3,4,1) - 00:46:470 (1,2,3,4,1) - 00:48:870 (1,2,3,4,5) - 00:50:070 (1,2,3,4,5) - Good eye, didnt notice they weren't even

[AWM]I really like this difficulty because a most of the patterns give a lot of anticipation for movement (player has to wait for larger gaps and will try to plan ahead during that time = anticipation), which makes it really feel intense even though the rhythm sometimes isn't very denseAs such, I'll try to make a few suggestions that could improve that experience

00:11:070 (3,4,5) - it could be neat to have less of an angle on 4, resulting in a movement more like this pattern 00:15:870 (3,4,5) - extreme example http://i.imgur.com/Q1FD1i5.pngYeah that does make sense

00:14:670 (6) - I feel like a buzz slider would be more fitting here, it would represent the held sound better and I think it would still add anticipation to the next movement Eh. I'll try it with the buzz and see if people complain.

00:16:170 (4,6) - this overlap is a bit triggering, since you have plenty of room to move the 4 or 6 (or both)my suggestion is moving 6 to get a pattern like this http://i.imgur.com/ATktYiu.pngSliiiightly rotated 6 instead.

00:19:470 (1) - just preference, but I feel like a slider with 2 red nodes (or more) would be more fitting to represent the reloading soundwould also make it stand out more from 00:21:870 (5) - 00:26:670 (5) - etc sure why not

00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) - Yay consistency

00:23:370 (5,1,3) - you could give 5 the same angle as 1-3, this would make 5 fit better with the patterns around it Made similar in angle to 5,6 in the next pattern instead.

00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinion FixedI think it could be interesting if you aligned 5 with 00:25:470 (4,1) - and ctrl + g'd it. I think this would give 00:26:070 (1,2,3,4) - some anticipation since the player has to slow down and move in the opposite direction of the slider to hit the pattern. Not really sure what you mean about this but the way im picturing doesn't play well.

00:28:470 (1,2,3) - I'm not sure if this 1/3 is at all readable, it surely doesn't stand out a lot, especially when taking this later pattern 00:35:670 (1,2,3) - into account Tried to map it a little more uniquelyIt might be better to make a more unique pattern, you could try something like this http://i.imgur.com/6mwbdw7.png for example

00:33:870 (2,3,4,5,6,7) - I'm not sure if I like this streamjump, it puts a lot of emphasis on 00:34:170 (5) - while there isn't anything significant there.The streamjump also diminishes emphasis on this note 00:34:470 (1) - , you could try arranging it more like this http://i.imgur.com/eAFrcqr.png instead That works, Think I just put in a stream jump because I felt like it, not for any good reason.

00:40:470 - I'm kinda sad that there is no click on this and every other next marching sound. Call me weird, but sounds like that are honestly more fun to click on Actually now that I have the note at 00:14:670 (6) - I can get away with having the 3/4 slider into a hitcircle on the white since it was introduced earlier in the map. Did that.

00:58:470 (1) - didn't realise this was placed on Sinon's hand holding the trigger until I opened the editor. It's pretty cutemaybe you could try putting a 1/4 slider here 00:58:170 - and place it over the uh "reloading thingy" like this http://i.imgur.com/hhcA3pk.pngthough I figure that destroys emphasis on 00:58:470 (1) - , so you could also try something like this http://i.imgur.com/TcbYtVU.png , just silly ideas here I did something like this in the Muzu, but you're right it would kinda kill the emphasis on the final note so I'm gonna keep as is.